[WIP] Fallout Civs

RawSasquatch

Minuteman
Joined
Jan 27, 2014
Messages
484
Location
New California Republic

Brotherhood of Steel (Maxson)
Start Bias: Hills
Capital: Lost Hills
UA: The Codex (needs much better name)
Recon units may enter enemy land without Open Borders, and gain +1 XP per turn spent there. Leveling up Scouts, stealing Technology, and killing Spies provides points towards :c5greatperson: Scribes, which may write unique Great Works that yield +2 :c5science: Science. May purchase Scribes with :c5faith: Faith after entering the Industrial Era.
UU: Paladin (Replaces Infantry)
Stronger than the Infantry it replaces (80 strength vs 70), but costs more to produce. Converts 200% of a defeated enemy's strength into :c5science: Science.
UB: Bunker (Replaces Bomb Shelter)
Unlocked with Scientific Theory, and costs less to build than the Bomb Shelter it replaces. Decreases Population loss from nukes. Increases the Strength and HP of the city. Contains 2 slots for Great Works of Writing.
Peace Theme|War Theme

The Enclave (Dick Richardson)
Start Bias: Coastal
Capital: Navarro
UA: Semper Fi
Converting :c5production: Production into :c5science: Research is 50% more effective, and cities building Research are :c5strength: stronger and provide a combat bonus to adjacent units. Guided and Nuclear Missiles have 50% greater Range.
UU: Hellfire Trooper (Replaces XCOM Squad)
Available earlier than the XCOM Squad it replaces (Advanced Ballistics instead of Nanotechnology), the Hellfire Trooper is significantly weaker (80 Strength vs 100), but begins with the Blitz promotion, allowing it to attack immediately after Paradropping.
UU: Vertibird (Replaces Helicopter Gunship)
Unique Enclave Helicopter Gunship that can move 8 tiles per turn and carry one Missile as Cargo, unlike the unit it replaces. Grants a city attack bonus to nearby friendly units when next to an enemy city.
No ideas for Peace or War themes

Individual Civs

New Vegas (House)
Start Bias: Desert
Capital: New Vegas
UA: The House Always Wins
May only settle 4 cities per game. Upon discovering Electronics, may acquire the Platinum Chip to permanently upgrade Armor and Ranged units. 75% less :c5citizen: population loss from Nuclear Attacks in all cities.
UU: Securitron Mk. I (Replaces Machine Gun)
Unlocked with Electronics instead of Ballistics. +1 :c5moves: Movement. Upon acquiring the Platinum Chip, all Mk. I Securitrons permanently upgrade to more powerful Mk. II Securitrons.
UU: Securitron Mk. II
May only be acquired after securing the Platinum Chip, and replaces the Securitron Mk. I. Has Strength on par with a Bazooka, which is further increased when stationed in a City.
UB: Casino (Replaces Stock Exchange)
The first 4 Casinos you build function as unique Wonders that provide Tourism and other benefits.
No ideas for peace or war themes
Details on the 4 Casino wonders and the acquisition of the Platinum Chip:

Spoiler :
Lucky 38
Provides +2 Tourism, and increases the Tourism output from Great Works in this city by 50%.
Gomorrah
Provides +2 Tourism and +4 local Happiness.
The Tops
Provides +2 Tourism and increases the city's Gold output by an extra 25%.
Ultra-Luxe
Provides +2 Tourism and increases the city's Culture output by 20%.

Acquisition of the Platinum Chip:

Purchase the Platinum Chip in a city for 2000 Gold, description details need to pay courier an extra 500 gold

Receive a unique Courier unit, bring it to your Capital for confirmation

EVENT: Courier demands extra payment: Pay him 1000 gold to continue, if treasury is between 1000-500 pay him all you have with 10% chance he becomes Hostile, 500 gold with 25% chance he becomes hostile, refuse to pay and he becomes hostile

If Courier dies, receive a replacement Courier that is weaker/slower

After confirming Platinum Chip, must move the unit adjacent to a specified enemy Capital City

When Courier arrives at the enemy capital, receive the Platinum Chip Wonder back home (20% Combat Bonus in Friendly and Neutral territory for Ranged and Armored units), Mk I Securitrons go obsolete and instantly become Mk II Securitrons



Zion (Joshua Graham)
Start Bias: Hills
Capital: Zion Canyon
UA: Way of The Canaanite
Gun-based units receive a 10% Combat Bonus vs other melee units, increased to 20% within 2 tiles of a city that follows your Religion. Receive double :c5faith: Faith from Natural Wonders.
UU: Dead Horse Warrior (Replaces Warrior)
Unique Warrior for Zion. Receives +1 Sight while in Hills, and gains XP upon discovering a Natural Wonder. Additionally, is affected by the Way of The Canaanite trait, receiving a bonus vs Melee and Gun units.
UB: Sacred Cave (Replaces Shrine)
In addition to the normal effect of the Shrine, it yields an extra +1 :c5faith: Faith for every Mountain or Natural Wonder within 2 tiles of the city. Costs no :c5gold: gold maintainence.
Peace Theme|War Theme


Commonwealth Minutemen (Preston Garvey)
Start Bias: Coastal
Capital: :c5capital: Fort Independence
UA: United We Stand
Killing Barbarians and clearing Encampments provides double :c5influence: Influence with City-States, and Great Generals may be expended to peacefully annex City-States.
UU: Laser Musketman (Replaces Rifleman)
Replaces the Rifleman. Receives a combat bonus and does not degrade :c5influence: Influence when stationed in a friendly City-State, and provides more Great General points from combat.
UB: Recruitment Beacon (Replaces Broadcast Tower)
In addition to the normal effects of the Broadcast Tower, the Recruitment Beacon provides +1 :c5citizen: Population and +1 :c5happy: Happiness in the city in which it was built, and an additional +2 of each if the city has less than 6 :c5citizen: citizens. Does not require a Museum to build.
Peace Theme|War Theme


Spoiler The Institute: FALLOUT 4 SPOILERS :
The Institute (Father)
Start Bias: River, Avoid Tundra
Capital: :c5capital: The Institute
UA: ???
May not build Settlers or annex cities, but the Capital City is 100% stronger. Pay no :c5gold: maintenance on :c5science: Science buildings, and receive a small boost of :c5science: Science when upgrading a unit.
UU: Courser (Replaces XCOM Squad)
Available earlier, with Robotics, can paradrop literally anywhere on even the largest maps, and temporarily claims any tile it enters.
UB: Directorate (Replaces University)
Unique University only available to the Institute, and allows the building of 4 unique Departments, each of which provides further unique effects.
No ideas for peace or war themes
Details on the 4 Departments:

Spoiler :
Advanced Systems Department
Provides +2 :c5production: Production and +1 :c5science: Science. +1 Production from Science buildings. Construct Buildings 15% faster in this city.

Bioscience Department

Provides +3 :c5food: Food and +1 :c5science: Science. Yields an extra +1 Food and +1 Science on worked Forest and Jungle tiles.

Robotics Department
Provides +15% :c5gold: Gold and +1 :c5science: Science. +1 Gold from Engineer and Scientist Specialists. Pay no maintenance on Workers.

Synth Retention Bureau
Construct land-based Military Units 15% faster in this city. Removes the Supply cap, allowing you to build more units than your civilization could typically sustain.
 
Assets​

City Lists:
Spoiler :
Pack 1

Caesar's Legion:


1 Flagstaff
2 Fortification Hill
3 Two Sun
4 Denver
5 Phoenix
6 Dry Wells
7 Cottonwood Cove
8 Grand Canyon
9 Blackfoot
10 Syracuse
11 Malpais
12 Nelson
13 Nipton
14 Spanish Fork
15 Yuma
16 Arizona Spillway
17 Willow Beach
18 Salt Lake City
19 Legate's Camp
20 Bullhead City
21 Circle Junction
22 Res
23 Twin Mothers
24 Great Salt Lake
25 Buena Vista
26 Fort Abandon
27 Techatticup
28 Vault 29

NCR:

1 Shady Sands
2 The Hub
3 Boneyard
4 Dayglow
5 Vault City
6 Camp McCarran
7 Junktown
8 Redding
9 Boulder City
10 Navarro
11 Maxson
12 Klamath
13 New Vegas
14 Camp Golf
15 Bitter Springs
16 Primm
17 Camp Searchlight
18 Nipton
19 Vault 15
20 Sac-Town
21 Sloan
22 Bullhead City
23 Camp Forlorn Hope
24 HELIOS One
25 Oak Creek
26 Anza-Borrego
27 Rattletail
28 Irvine
29 Nelson
30 One Pine
31 Hopeville
32 Camp Willow
33 Arroyo
34 Owens Lake
35 Camp Guardian

Pack 2

Brotherhood of Steel:


1 Lost Hills
2 HELIOS One
3 Citadel
4 Washington
5 Bunker Alpha
6 Arlington
7 Bunker Beta
8 Hidden Valley
9 Galaxy News Radio
10 Bunker Delta
11 St Louis
12 Bunker Gamma
13 Montana Bunker
14 Bunker Epsilon
15 San Francisco
16 The Den
17 Project Purity
18 Buena Vista
19 Mariposa
20 Shady Sands
21 Chicago
22 Vault 0
23 Great Bend
24 Cold Water
25 Fort Independence
26 Brahmin Wood
27 Dirt Haven
28 Osceolla
29 Peoria
30 Quincy

Enclave:

1 Navarro
2 Poseidon Energy
3 Mariposa
4 Raven Rock
5 Adams Air Force Base
6 Washington
7 Chicago
8 Rockland
9 Fort Constantine
10 Old Olney
11 Wheaton
12 SatCom Array NW-07c
13 Camp RHO
14 Remnants Bunker
15 Crater Camp
16 Springvale
17 Jefferson Memorial
18 SatCom Array NW-05a
19 Fairfax
20 Deathclaw Sanctuary
21 Silo Outpost
22 Seward Square
23 Vault 13
24 Silver Peak
25 Deathclaw Promontory

Pack 3

New Vegas:


1 New Vegas
2 Freeside
3 Westside
4 North Vegas Square
5 South Vegas (in the event of the player somehow circumventing the 4-cities-only UA)


Spy Lists:
Spoiler :
NCR Spy List

Hanlon
Oliver
Hsu
Crocker
Moore
Seth
Boone
Aradesh
Sterling
Dhatri

Caesar's Legion Spy List


Vulpes
Picus
Lucius
Atticus
Dead Sea
Aurelius
Silus
Alexus
Severus
Hostilius
Ulysses

BoS Spy List



Enclave Spy List




New Vegas Spy List

Victor
Jane
Marilyn
Courier 6
Swank
Benny
Big Sal
Nero
Cachino
Mr. New Vegas


Mod Support

JFD's Cultural Diversity

Taking place in post-apocalyptic America and being comprised of post-apocalyptic Americans, all the factions would be sitting comfortably in the Colonial culture, if not for that distinctive post-apocalyptic twinge. If it's easy enough and we feel up to designing and including a unique "Post-Apocalyptic" culture (complete with a unique starting bonus and unique Era-change splash screens), we could do that instead, though! I'm trying to focus on getting the civs themselves together first, so anyone who has any ideas, feel free to fire away.

Events and Decisions

Spoiler :
NCR Decisions


Implement Paper Currency
Many regions have their own currency systems, ranging from gold coins to bottle caps. By using paper bills backed by gold reserves and given a set value, printed with images from our great Republic, we'll see administrative, economic, and cultural advantages.

Requirements: Player must be the NCR, Player must have researched Printing Press, May only be enacted once per game

Costs: 500 :c5gold: Gold, 2 Magistrates

Rewards: Mints provide +1 :c5culture: Culture and +1 Magistrate, Receive a free Mint in the Capital City


Unify With the Desert Rangers
The Desert Rangers are a paramilitary group operating in the Mojave Desert to maintain peace and order. If we can send representatives to convince them to join the Republic, we may see their skilled units joining our armed forces.

Requirements: Player must be the NCR, Player must have discovered Replaceable Parts, Player must have a Great General stationed in the Capital City, May only be enacted once per game

Costs: 1500 :c5gold: Gold, 1 Great General, 2 Magistrates

Rewards: Receive 2 level 1 Desert Rangers and one level 5 Veteran Ranger


NCR Events

HELIOS One (Player must be NCR or Caesar's Legion, discovered Electricity)
An enormous Solar Power Plant has been discovered in a state of disrepair by our scouts. We have seized the location, but there may be more to this power plant than meets the eye...

-Use it to generate power for the immediate region
A unique Power Plant improvement appears in your territory and provides +8 Production when worked

-Use it to generate power for all of our cities
A unique Power Plant improvement appears in your territory, and provides +2 Production in all cities and an extra +2 Production when worked

-Activate the ARCHIMEDES II superweapon
A unique Power Plant improvement appears in your territory, and deals 30 Damage to enemy units that end their turn within 2 tiles of it


Caravan Company Feuds (Player must be NCR)
Several extremely influential Caravan Companies are fiercly competing for business in our newly-acquired territories, and it's soon to come to bloodshed if we don't intervene.

-Support the Crimson Caravan Company
Receive an extra Trade Route slot and a free Caravan.

-Support the Gun Runners
Newly-trained units built in a city with an outgoing Trade Route gain Experience 50% faster.

-Remain Neutral
Outposts increase the range of outgoing Trade Routes by an extra 50%.


Caesar's Legion Decisions


Establish the Frumentarii
Our spies are the pride of the Legion, your own eyes and ears infiltrating and working towards the destruction of the profligates. We shall train them under the banner and uniform of the elite Frumentarius.

Requirements: Player must be Caesar's Legion, Player must be in the Renaissance Era or later, May only be enacted once per game

Costs: 2 Magistrates

Rewards: Receive an additional Spy, spies Establish Surveillance 100% faster


Repair Howitzer Garrison
We have recently captured a powerful and advanced piece of Artillery in a state of severe disrepair, and it cannot move or fire as-is. Repairing it might be costly, but still more efficient than getting new ones altogether.

Requirements: Player must be Caesar's Legion, Player must have researched Military Science, May only be enacted once per game

Costs: 1 Magistrate, 650 :c5gold: Gold

Rewards: Receive a free Artillery unit, Siege units gain a combat bonus while stationed in Cities, Citadels, Forts, or Legionary Encampments



Caesar's Legion Events


The Burned Man (Must be Caesar's Legion, must be at war with another player, must have a Legate)
One of our Legates has made an enormous tactical error in battle, causing a humiliating defeat and costing us many men. What are your orders?

-Failure will not be tolerated. Cover the Legate in pitch, set him on fire, and toss him into the Grand Canyon.
Lose a Legate. Gain {1_Num} (4 turns' worth) Culture.

-Place the blame on the soldiers themselves.
Lose a random Military Unit.


HELIOS One (Player must be NCR or Caesar's Legion, discovered Electricity)
An enormous Solar Power Plant has been discovered in a state of disrepair by our scouts. We have seized the location, but there may be more to this power plant than meets the eye...

-Use it to generate power for the immediate region
A unique Power Plant improvement appears in your territory and provides +8 Production when worked

-Use it to generate power for all of our cities
A unique Power Plant improvement appears in your territory, and provides +2 Production in all cities and an extra +2 Production when worked

-Activate the ARCHIMEDES II superweapon
A unique Power Plant improvement appears in your territory, and deals 30 Damage to enemy units that end their turn within 2 tiles of it


Brotherhood of Steel Decisions
(only one so far)


Reconstruct Liberty Prime
We've discovered an enormous robot in the lower halls of one of our Citadels, built by its previous owners to liberate a fallen city, and left in a state of disrepair. If we repair and reprogram this enormous machine, he will give us a massive tactical advantage!

Requirements: Player must be the Brotherhood of Steel, Player must have discovered Robotics, May only be enacted once per game

Costs: 2000 Gold, 300 Science, 1 Magistrate

Rewards: Receive a unique Giant Death Robot that requires no Uranium (Note: whenever Liberty Prime destroys a unit, one of his characteristic quotes will pop up in the killfeed/notifications log)



Enclave Decisions

Develop EMP Weapons
Our enemies are now utilizing Power Armor and heavy machines within their military. The research and implementation of EMP weapons will allow us to bypass electronics and wreak havoc on previously unstoppable units.

Requirements: Player must be The Enclave, Player must have discovered Lasers, May only be enacted once per game

Costs: 1000 Gold, 300 Science, 1 magistrate

Rewards: Infantry Units gain a 50% Combat Bonus vs Armor Units and units with Power Armor Training (note: XCOM Squads, Paladins, and Securitrons will receive that promotion)


Relocate The Capital City
Our military advisors suggest that our current Capital City is looking vulnerable to enemy attack, and that we should relocate our headquarters with defensiveness in mind. The most popular idea is to renovate and fortify an enormous Oil Rig that lies far offshore.

Requirements: Player must be The Enclave, Player must have discovered Refrigeration, Player must have a Coastal City, May only be enacted once per game

Costs: 2500 Gold, 5 turns of Anarchy in the current Capital City, 2 Magistrates

Rewards: A powerful new Capital City (Poseidon Energy Oil Rig) is constructed in the middle of the ocean


New Vegas Decisions (only one so far)

Unify the Outer Vegas Tribes
While our city is a shining beacon of Civilization in the wasteland, the tribals just outside our walls are entirely uncivilized. Wanton fighting, pillaging, and even cannibalism have been allowed to go unchecked for too long, and the time has come to pacify them or put them down.

Requirements: Player must be New Vegas, May only be enacted once per game

Costs: 400 Gold (increasing by 50 per era), 2 Magistrates, 2 turns of Anarchy in all cities

Rewards: All Barbarian units within 8 tiles of your cities become part of your military
 
UU: Hellfire Trooper (Replaces XCOM Squad)
Available earlier than the XCOM Squad it replaces (Advanced Ballistics instead of Nanotechnology), the Hellfire Trooper is significantly weaker (80 Strength vs 100), but it may attack immediately after Paradropping.
UU: Vertibird (Replaces Helicopter Gunship)
Unique Enclave Helicopter Gunship that can move 8 tiles per turn and carry one Infantry or Ranged unit as Cargo, unlike the unit it replaces.

I've finally started trying to learn how to convert Civ 4 models to Civ 5 in an effort to get some sci-fi models converted, so I might be able to get something for a Vertibird or a Securitron... but I'm not terribly confident I'll get the hang of it in time.

On the other hand, I did just successfully finish Nomad or What's tutorial about adding custom unit effects, so I'm pretty sure I can make you a set of XCOM troopers that fire flamethrowers. All they'd need then would be to reskin the armor to make it all dark :3
 
I think I'm gonna keep the default green laser blast for the Hellfire Trooper. (Equipping them with Plasma Rifles instead of the Heavy Incinerator, and the FO2 Enclave armor/Remnants Power Armor instead of Hellfire Armor. I think it makes for a better icon/model.) I am definitely excited to hear that you're getting into unit conversion! If your awesome improvement models are anything to go off, I'd bet you could do some great units. And I haven't found any Vertibird models (only a V22 Osprey), but I'm really thankful that the Securitrons + Liberty Prime already exist for potential conversion.
 
I'm sorry that I can't offer much in the way of practical help, but despite not having anything useful to contribute, I know that it's always a good feeling to have people comment enthusiastically on one's projects. I've spent more time playing Fallout than I'd care to admit, and I'm ecstatic that we're getting some Fallout recognition in the modding community. Thank you!
 
First of all, i'm a huge Fallout fan, so seeing this is almost a dream come true!

Some suggestions:
The Enclave motto could be "Semper Fi", which is said by Frank Horrigan as his last words
They could also have double oil resources?
Also, if you are going to use the Hellfire trooper, please use a heavy incinerator typpe weapon, otherwise it wouldn't fit the unit :C

If i have the time, i might help with some artwork, PM me any thing you need and i'll see what i can do :)
Lastly, is this how far your plan goes? If you see success, would you consider doing a post-apocalyptic Fallout map? Or a larger mod? Such as barbarians as raiders/wildlife, city-states as independent towns, events/decisions for various DLC inspired stuff? So many ideas to discuss!
 
I've never played Fallout and I'm not into fictional modded civs. However, the designs for these (especially Pack 1) are so intriguing that I might just have to break my self-imposed rule.

Also, I don't know if you care about this or not, but JFD has a Paladin unit in his Francia civ.
 
I think I'm gonna keep the default green laser blast for the Hellfire Trooper. (Equipping them with Plasma Rifles instead of the Heavy Incinerator, and the FO2 Enclave armor/Remnants Power Armor instead of Hellfire Armor. I think it makes for a better icon/model.) I am definitely excited to hear that you're getting into unit conversion! If your awesome improvement models are anything to go off, I'd bet you could do some great units. And I haven't found any Vertibird models (only a V22 Osprey), but I'm really thankful that the Securitrons + Liberty Prime already exist for potential conversion.

I have to agree with nazguleater, though -- the Heavy Incinerator is so iconic to the unit! And blasting people with Dromon blasts is always fun :D

I hope that I get the hang of unit conversions eventually... making improvements has gotten straight-forwards enough that it's basically like making things out of building blocks. (The only tricky part is making sure each object has the right texture assigned to it.) Unit models, though, have meshes and armatures and all kinds of scary things, so we'll see. It looks like Liberty Prime should be able to use humanoid animations, although I'm not so sure about the Securitrons. (I know some of the Civ 4 models use custom animations, which are a lot harder to convert.)

Lastly, is this how far your plan goes? If you see success, would you consider doing a post-apocalyptic Fallout map? Or a larger mod? Such as barbarians as raiders/wildlife, city-states as independent towns, events/decisions for various DLC inspired stuff? So many ideas to discuss!

It's not directly tied to RawSasquatch's mods, but I've been wanting to make some post-apocalyptic improvements for a while, so once I found out he was working on these mods I started digging into those. I'm not sure exactly how they might end up getting used, but a modmod that changes some of the existing improvement models and adds some new ones (such as incorporating a variation on the Trading Posts into Towns one) is possible.

Also, I don't know if you care about this or not, but JFD has a Paladin unit in his Francia civ.

Given that Paladins in Fallout wear powered armor and carry laser guns, I'm not sure the two would get readily confused. (Obviously they'd both have to have unique identifiers within the code to avoid conflicts, though.) The Brotherhood Paladins were certainly named after the historical knights, but are so iconic to the setting I suspect there isn't really much of an alternative choice...
 
I think that House should only be able to found one city. Either that or he should only be able to found puppets.
 
Just updated the 2nd post with City Lists, Spy Lists, and planned mod support designs!

I think that House should only be able to found one city. Either that or he should only be able to found puppets.

It does sound really good in theory, and was one of my original plans, but there are a number of issues. 1, Vegas doesn't have any benefits anywhere near as good, or at least as early-game relevant, as Venice's double trade routes, and wouldn't have any ways to peacefully acquire ANY other cities without war. 2, only allowing the player to found one city or allowing them to found as many puppets as they want would wreak havoc on my beloved 4-Unique-Casinos design. Plus, as you'll see in the city list I just attached, I really had to grasp at straws for unique city names. The likes of Nellis, Primm, and Goodsprings would require even further straw-grasping, given that they're not directly under the control of Mr. House's forces or the 3 Families.

Some suggestions:
The Enclave motto could be "Semper Fi", which is said by Frank Horrigan as his last words
They could also have double oil resources?
Also, if you are going to use the Hellfire trooper, please use a heavy incinerator typpe weapon, otherwise it wouldn't fit the unit :C
I have to agree with nazguleater, though -- the Heavy Incinerator is so iconic to the unit! And blasting people with Dromon blasts is always fun :D

I do like that Semper Fi idea. Though I take it the double oil is a reference to the Enclave Oil Rig, and that's going to be represented though the Events and Decisions support. And as for the Hellfire Trooper's Incinerator, we'll just have to wait and see what sort of art defines we can acquire for the unit. If we get one with the proper power armor and an Incinerator, then I'll definitely run with it. Ideally, I'd want 3 with the incinerator in the back row, and then 2 with Plasma Rifles up front, though getting 4 entirely unique models for that pack (Hellfire incinerator, Hellfire plasma, Paladin, Liberty Prime) may be stretching it a bit. I'll probably have the icon be the guy in FO2/Remnants armor with a rifle in the front, flanked by a legit Hellfire Trooper in the back, solely for aesthetics.


Well, we've got no excuses now! If it doesn't work on Civ 5 gunship animations, I do not pity the person who has to convert it.
 
I have to say, Caesar looks very much... like a real Caesar.
Designs look very nice.
 
So, I got some more art done! I finally started using DJS's icon tutorial instead of just skimming over the basics and winging it, like I used to do. Here are the icons for the Desert Ranger and the Veteran Ranger!
As a bonus, here are the 4 planned unit flags for the Desert Ranger, Veteran Ranger, Praetorian Guard, and Legate, in that order:

So, other than the 3D art and the leader art/icons, that's all the major art for Pack 1 done. Now, I can mostly focus on actually putting the mod together. It's my birthday tomorrow (the 10th), though, so I'll be out of town that day.
 
Taking place in post-apocalyptic America and being comprised of post-apocalyptic Americans, all the factions would be sitting comfortably in the Colonial culture, if not for that distinctive post-apocalyptic twinge. If it's easy enough and we feel up to designing and including a unique "Post-Apocalyptic" culture (complete with a unique starting bonus and unique Era-change splash screens), we could do that instead, though! I'm trying to focus on getting the civs themselves together first, so anyone who has any ideas, feel free to fire away.

I was just thinking of some fictional-civ cultural groups (Robotic, supernatural, etc.). I don't know about splash screens, but for the starting bonus, I had the idea of staring units getting Survivalism 1 and always starting next to an Ancient Ruins.
 
Wow this mod looks great! Can't wait to play it!! :D

Just wondering, for that ability for New Vegas to only have 4 cities (+1 if they somehow get an extra), is that a modified version of Venice's Serenissima or a custom lua code?

Also, have you thought of putting the Shi faction in the mod as well? :3
 
Top Bottom